コード例 #1
0
 public void CreateRandomKnight(int cnt)
 {
     for (int i = 0; i < cnt; i++)
     {
         randomKnightList[i] = new RandomKnight(true);
     }
 }
コード例 #2
0
    //용병고용. Check -> IsCheck()에서 호출됨.
    public void Employment(int i)
    {
        RandomKnight rn = randomKnightList[i];

        int[] arr = new int[4] {
            0, 1, 2, 3
        };
        int hp  = stateList[rn.job, rn.level - 1, 0];
        int num = knights.Count;

        knights.Add(new Knight(
                        num, rn.name, rn.job, rn.level, 0,
                        0, PlayerData.Instance.Day, rn.skinNum,
                        true, hp, 0, arr
                        ));

        PlayerData.Instance.Gold    -= knightPay[rn.level - 1];
        randomKnightList[i].isEmploy = true;
    }
コード例 #3
0
ファイル: NewKnight.cs プロジェクト: mintti/Melan
    public void SetData(RandomKnight rk, int _n)
    {
        n      = _n;
        knight = rk;

        nameText.text = knight.name;

        jobText.text   = string.Format("{0}", TextData.Instance.job_Lan[knight.job]);
        levelText.text = string.Format("{0}급", knight.level);

        bt = GetComponent <Button>();

        isEmploy = false;

        if (knight.isEmploy == true)
        {
            Employment();
        }
        else
        {
            NonCheck();
        }
    }
コード例 #4
0
 //RandomKnight -> KnightSkinPrefab.SetData() 컨버팅용
 public Knight(RandomKnight randomKnight)
 {
     job  = randomKnight.job;
     skin = new Skin(randomKnight.skinNum);
 }
コード例 #5
0
ファイル: DataController.cs プロジェクト: mintti/Melan
    public void LoadXml()
    {
        //0. Check
        string text = xmlDoc.SelectSingleNode("PlayerData/DataSave").InnerText;

        if (!(text == "Done"))
        {
            Debug.Log("이 전 Save에서 비정상적인 종료 확인됨.");
        }
        //1. PlayerData
        XmlNode node = xmlDoc.SelectSingleNode("PlayerData/Player");

        player.Day    = LoadNode <int>(node, "Day");
        player.Gold   = LoadNode <int>(node, "Gold");
        player.Stress = LoadNode <int>(node, "Stress");

        //2. DungeonProgress;
        XmlNodeList nodes = xmlDoc.SelectNodes("PlayerData/DungeonInfo/Dungeon");
        int         index = 0;

        foreach (XmlNode _node in nodes)
        {
            DungeonProgress dp = new DungeonProgress();

            dp.d = dungeon.dungeons[LoadNode <int>(_node, "Num")];
            LoadNode(ref dp.isClear, _node, "IsClear");
            dp.Saturation = LoadNode <double>(_node, "Saturation");
            dp.SearchP    = LoadNode <double>(_node, "SearchP");
            LoadNode(ref dp.eventType, _node, "Type");
            switch (dp.eventType)
            {
            case 1:
                LoadNodeArray(ref dp.m, _node, "Info");
                break;

            case 3:
                LoadNode(ref dp.choice_Event_Type, _node, "Info");
                break;

            case 4:
                LoadNodeArray(ref dp.m, _node, "Info");
                break;

            default:    break;
            }
            dp.Reward = LoadNode <int>(_node, "Reward");
            LoadNode(ref dp.experPoint, _node, "ExperPoint");

            dungeon.dungeon_Progress[index++] = dp;
        }

        //3-1. Unit - Knight
        nodes = xmlDoc.SelectNodes("PlayerData/KnightInfo/Knight");
        foreach (XmlNode _node in nodes)
        {
            Knight k = new Knight();

            LoadNode(ref k.num, _node, "Num");
            LoadNode(ref k.name, _node, "Name");
            LoadNode(ref k.job, _node, "Job");
            LoadNode(ref k.level, _node, "Level");
            LoadNode(ref k.exper, _node, "Exper");
            LoadNode(ref k.favor, _node, "Favor");
            LoadNode(ref k.day, _node, "Day");
            LoadNodeArray(ref k.skinArr, _node, "Skin");

            LoadNode(ref k.isAlive, _node, "IsAlive");
            LoadNode(ref k.hp, _node, "Hp");
            LoadNode(ref k.stress, _node, "Stress");
            LoadNodeArray(ref k.uni, _node, "Uni");

            /*
             * int[] array = new int[3];
             * LoadNodeArray(array, _node, "Personality");
             * k.personality.type = array[0];
             * k.personality.despair = array[1];
             * k.personality.positive = array[2];
             * LoadNode(k.mentalLevel, _node, "MentalLevel");
             */
            k.Load();
            unit.knights.Add(k);
        }

        //3-2. Unit - Party
        nodes = xmlDoc.SelectNodes("PlayerData/PartyInfo/Party");
        foreach (XmlNode _node in nodes)
        {
            Party p = new Party();
            LoadNode(ref p.dungeonNum, _node, "Dungeon");
            LoadNodeArray(ref p.k, _node, "Knight");
            LoadNode(ref p.day, _node, "Day");
            p.PrefaceDay = LoadNode <int>(_node, "PDay");
            LoadNode(ref p.dayIndex, _node, "DayIndex");
            UnitData.Instance.partys.Add(p);
            p.Load();
        }
        //4 EventInfo(Admin, Office)

        //5 Info
        //  5-1 RandomKnightInfo - Knight
        nodes = xmlDoc.SelectNodes("PlayerData/Info/RandomKnightInfo/Knight");
        index = 0;
        foreach (XmlNode _node in nodes)
        {
            RandomKnight rk = new RandomKnight();

            LoadNode(ref rk.name, _node, "Name");
            LoadNode(ref rk.job, _node, "Job");
            LoadNode(ref rk.level, _node, "Level");
            LoadNodeArray(ref rk.skinNum, _node, "Skin");

            unit.randomKnightList[index++] = rk;
        }

        //7 Office
        node = xmlDoc.SelectSingleNode("PlayerData/Office");
        LoadNode(ref office.officePoint, node, "OfficePoint");
        office.OfficeGage = LoadNode <int>(node, "OfficeGage");

        //8 NPC
        nodes = xmlDoc.SelectNodes("PlayerData/NpcInfo/Npc");
        index = 0;
        foreach (XmlNode _node in nodes)
        {
            NpcData.Instance.npcArray[index++].SetData(
                LoadNode <int>(_node, "Favor"),
                LoadNode <bool>(_node, "Unlock")
                );
        }
        //N. End
        ConnectData();
    }